AD&D

So you’re interested in the way things began? You find yourself wondering with nostalgia and curiosity, “What was Advanced Dungeons & Dragons like when it was first released? What did those first players think, feel, and experience?”

These are the thoughts that make you a first-time AD&D Dungeon Master in 2017. These are the thoughts that brought me to that place. And so here I am, preparing for my second campaign as DM.

Even though I had GMed many other RPGs–at least fifty games of D&D 4e, maybe more of FFG’s Star Wars RPG, with a smattering of others–I felt like it was best to start by going through some published AD&D modules. If you’re a first-time AD&D DM, I’d encourage you to do the same: pick a good published module for beginning characters and start from there.

But if you are indeed going to take that route, let me give you a few words of advice that will put you light years ahead of where I was when I first started this journey:

Let me begin with an apology to my many new readers, who are devotees of AD&D. Never fear, I’ll be back on the AD&D train in Thursday’s blog! That said, I’m not just an AD&Der. In fact, I’m not just a roleplayer. As you know, gamers are like craft beer drinkers. We’re rarely monogamous in our commitment to one specific game.

So I do play a lot of AD&D. But I also am a huge fan of the Star Wars Living Card Game [LCG]. So much so that I actually traveled cross-country to play in the World Championships last year. That said, I was disgruntled and nervous to learn last year that Fantasy Flight Games was releasing another Star Wars card game: Star Wars Destiny. What would this mean for the LCG? What would happen to my gaming group? And what about all the time and energy I’ve invested in this game?

First of all, games come and games go. That’s a fact of life. But my concern was that (a) Destiny would make more money, (b) Destiny would steal LCG players, and (c) the LCG would be abandoned by players and FFG alike. So, in response to this, I swore that I would not be playing Destiny.

But then it came out. And…um…I may have bought a few packs…..

I doubt anybody is really an expert on Destiny yet, but I’ve played a fair share of games. So I thought I’d pass along what I’ve experienced, especially since a number of my Twitter followers have been asking. So here’s my take on Star Wars Destiny, as a committed player of the LCG:

You might be wondering why a guy like me would be playing First Edition Advanced Dungeons & Dragons. And yet, here I am in 2017 playing AD&D more than any other tabletop RPG.

It’s strange especially now! In my opinion, tabletop roleplaying is going through a bit of a renaissance. 5th Edition D&D is drawing new players in and old players back. The success of sites such as DriveThruRPG makes independent games readily available. And beyond that, the vast variety of games available simply makes it a very fun and fertile time for tabletop roleplaying. So, yes, it is odd that I would go back and play AD&D 1e.

Since MadCleric.com has recently seen an upward spike in new readers, I thought I’d give you a more clear and comprehensive on the when, why, and how of my current AD&D project entitled, Chasing the Dragon:

Well, kind of. You know I’ve been the DM before. But this time, I was a player…you know, controlling a player character. One of the players from Hommlet offered to run us through U1: The Sinister Secret of Saltmarsh, which is proving to be a mysterious and very fun module after only a first session.

It can be hard for a GM to slip into the player’s seat and allow someone else to take over. So what did I learn from this experience, which I’ve had a few times before? How can a GM become a player with ease?

All good things come to an end. Campaigns end. Gaming groups disband. Even online gaming groups come to a close. After two and a half years of GMing my online 4e group, our campaign ended. We disbanded for several reasons.

First, the story had come to a close. It had many twists and turns. It had a deeper and more complicated mythology than any campaign should have. But most importantly, the characters reached a point of resolution and redemption. And that really was the goal of our story.

Christmas Day has come and gone…but I’m a firm believer in the Twelve Days of Christmas. Practically, that means our tree will stay up, the Christmas songs will keep playing, and I’ll still be wearing Christmas t-shirts until January 6th. Even if you don’t observe all Twelve Days of Christmas, I know you’re still thinking about gifts, because you’ve got gift cards to spend!

I want to help you spend those gift cards. Here’s how. I’m going to give you the top seven gamer gifts that I received this year. Maybe it’ll give you some ideas for your own gift card spending:

This post will likely be the first of a few post-mortem reflections on T1: The Village of Hommlet, as my local gaming group just completed our tenth and final session in this classic Gygax module.

As this is my first AD&D adventure, I’m struck by a number of things:

I love AD&D. Yes, it’s clunky fairly often. Yes, we have to flip through the books to find rules fairly consistently. And, yes, more modern systems tend to make a little more sense. But you simply can’t say that AD&D is not fun, challenging, and exciting.

AD&D really is advanced. For less seasoned gamers, who had not already played RPGs, I could see this game being the death knell for their roleplaying. There’s a bit of a learning curve here.

The nostalgia is real. You really do get a taste of a different era and a different kind of gaming when you go back and play AD&D.But my fourth observation is where I’d like to dwell in this post:

To overcome this module, you really have to beat Gary Gygax. You’re not simply solving a puzzle or overcoming a challenge. You have to figure out Gygax’s gameplan, metagame a bit, and beat him!

The Gamers 2: Dorkness Rising

And to think, I would’ve known this already if I’d thought back to that modern classic gaming film, The Gamers 2: Dorkness Rising. Haven’t seen it? Read on…

You know what ruins an RPG session? When the rulebooks get opened up. You know what ruins it the most? When the GM is the one opening the book.

While my point could be applied to “rules lawyering,” I’m actually hitting at a more present problem at my gaming table: lack of familiarity with core rules. As you know, I’ve embarked on a quest to play through many of the classic 1st Edition AD&D modules. We have one session remaining in T1: The Village of Hommlet by Gary Gygax. That means after a solid ten sessions, we’re still having to look at rules. Why is that?

Of course, there is the charge that 1st Edition is too complicated, contradictory, and clunky. Granted, it is complicated. There are moments of fuzziness to the point of possible contradiction. But there’s a charm and personality about the system that helps me to overlook all that. I’m enamored by the tone of the game.

Beyond the quirks of 1st Ed. AD&D, I think that there are some rules that are simply hard to remember when you first begin playing any game. They’re not on the GM screen–they’re not readily available–nobody remembers! And, as a result, you can find yourself digging through your books at the gaming table more than is necessary.

Post-it notes! That’s right. It’s simple, it’s easy, find those finicky rules quickly if they’re absolutely needed at the table. The problem is less the books and more the fifteen minutes finding the rules.

So grab a pack of post-its, whatever RPG book you’re learning right now, and let’s mark our pages together. Ready? Here are the top pages that you need to mark right now:

It’s a grind. It’s a slog. An encounter-by-encounter, gear-grinding endeavor that makes even the most experienced player and GM tremble.

My second session of D&D as a GM was a dungeon freaking grind. Why? Well, I had a really big playmat, lots of new miniatures, and I wanted to use it all! But I learned very quickly that fight after fight after trap after fight can not only kill character, but also bore players. Is it possible to have a complex dungeon without boring the spit out of our players? I think you can. And I’m learning how to do it from Gary Gygax himself:

The holidays are upon us here in the United States, which means family visits, time off work, and…you guessed it…gaming!

But there’s something more going on beneath the surface. A secret which, left unaddressed, may cause great distress to many. Well, at least to three of us. Here’s what I’m getting at:

I’ve got a hard deadline on a super-secret MadCleric.com project that needs more of my time. That is, time that I typically spend writing these blogs. So I’m going to be pausing the new blog content for two weeks, to return on December 5th!